
This optional rules module deals with warp travel in Epic Roleplay, going back to one of the big primary sources to at least partially inform it, the start of the series of Space Fleet articles in White Dwarf 139.
There are two alternative methods for travelling – or rather navigating – the warp, the calculated jump and the piloted jump.
The first method, good only for short jumps of no more than 5 light years, is based on sensor readings and use of cogitators to pre-plot a course through the warp.
The second method, which can be used for long distance jumps of up to 5,000 light years or even more, requires a navigator to observe the warp through their third eaye and steer the ship by the light of the Astronomican.
For both methods, the first step is to predict the travel time. To do this, find the column on the jump table (pdf) most closely matching the distance to be covered. Then roll a D10 two times, once for warp time (the time expected to be passing for the ship’s crew in the warp) and once for real time (the time that is expected will pass in the material plane while the ship is in the warp). A roll of 1 indicates minimum time as per the table, a roll of 10 maximum time – results of 2 to 9 indicating proportional amounts of time between these extremes.
Interpreting the table is not meant to be an exact science, and the GM is encouraged to extrapolate using the table and dice rolls as guidance.
Next, the ship translates into the warp.
Once in the warp, a number of rolls on the warp currents table are made corresponding to the relevant column on the jump table – e.g., a jump of 5 light years (corresponding to the second column of the jump table) will require 2 rolls to be made.
A navigator (any character with the Warp Eye talent and the Navigate [Warp] skill) may take a Navigate [Warp] test before rolling on the warp currents table. If succesful, the roll is skipped.
After all rolls have been made, the ship translates out of the warp.
Depending on circumstances of the campaign, the rolls might be modified, e.g., in the area of a known warpstorm, some or even all of the rolls might have to be made directly on the major distortions table.
Note that translating in and out of the warp is typically not possible in close proximity to an astral body. Travel to and from the jump zone of a system is covered under the In-System Travel rules.
